Build 2675
SVN-
General
Fix the previous/next weapon events
SVN handles and Git names are merged into one person.
Fix the previous/next weapon events
Fix building xdelta3.o
Add xdelta3 source and headers to VS2010 project
WIP multiplayer changes, still completely broken.
Update ENet with changes from the newest version from CVS (yes, they still use CVS)
Update QuickLZ to 1.5.1 beta 7
Add xdelta3, required for some broken multiplayer updates I plan on committing later
Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)
Alternate implementation of EVENT_SOUND that better covers all hard coded sounds (menus, boss recognition sounds, etc)
Fix breakage of EVENT_WEAPKEYx after r2656
"Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.
This should hopefully fix the disaster with events caused by my last couple of commits ;)
Fix a potential issue with nested event execution
Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.
1 line fix for a change that accidentally got reverted when merging newer svn updates into an older local branch
Addition of 3 events:
EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.
Rebuild nedmalloc.dll using newest git sources
Dynamic tile remapping shouldn't actually be disabled in synthesis builds, whether the source allows it to be compi
led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of error or warning at startup other than a logged message is bad.
Simple one-liner from Robin Green to fix a problem where the menu background tint would sometimes draw over the menu contents
Fix issue reported at http://forums.duke4.net/topic/5068-bug-introduced-in-old-versions-of-eduke32
Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"
Fix crashes on 64-bit due to unintended address truncation on ptr vars
Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t
ENet 1.3.3